First time during the tutorial I made three workers cause, why not? Then I did not have the resources to make a farm, nor did they seem to want to pick apples :'| . I'd also like some health-indication or something I guess, both on enemies, the portals and own peoples.
From level 9 on, I started getting starting colors that were not even on the ring :o ... Sometimes the shooter falters, which is rather annoying as well.. But good looking game.
The idea is okay, but the witches look too twitchy, and you can get stuck on corners (: you think you've walked far enough, but you're 1 pixel short of cutting the corner, while it looks like you can make it). There doesn't seem too much strategy behind it, it might help if you get a few seconds too look at the map before the timer starts.
Hi. Thanks for the in depth comments. The way I've designed the game, I could update the corners issue in less than 5min. However, I do need to leave it as is, because it has yet to be judged for Ludum Dare 38. The judging actually starts tomorrow and goes on for some time. Afterwards I'll take care of this if it seems to be a real concern for a lot of people. As for adding to the strategy, how would you like it if I added random pick ups, such as a broom that lets you move faster temporarily and a wand that can break like 3 walls in a line? Do you have any other suggestions?
Graphics are funny, but it just feels like a 'spam-clicks' game, not really interesting after the first few levels.
Also, the description of the game says you're the bacon-side, while the game shows the vegan side, might want to change that.
THe idea is really nice, but as basement dweller said, the controls do not work predictibly, which is frustrating, especially if you know the solution.
Furthermore: in lvl 2 it was hard to distinct blocks from the background, so you fall in gaps all the time :x
It's fine, a bit easy; I'm not really a fan of the timer as you have to wait for those red blocks and spikes sometimes. It would be nice if the spikes 'signal' when they're going to pop out, for example, the block they're in turning red a second before they go off; as well as some way to see on which directions they have spikes. But nice overall :)
Nice aesthetics, but the game gets a bit repetitive since no new game elements are introduced, and even more so since most (?) puzzles are symmetric. As a casual gamer, playing against the clock isn't my thing, but I guess some might like it.
Classic game, works repsonsively with wasd. As Slom0 has said, try to overcome the page-scroll with arrow-keys and spacebar. It'd be nice to use spacebar (or any key) as 'next' button.
To make it more fun, you could change background color to (approximately) show % of completen (red-none, green-almost done), or spice things up with different colored balls that ofcourse do different things, e.g. have a different bounce-angle or speed.
Good luck :)
Oh, it also seems like ball-speed resets to slow after you die 1 time, and life replenishes at every level, don't know if either is intentional.
Cute, responsive, but also really repetitive. You might want to add an explanation for first time play, though after two tries it's pretty self-explanatory :)
It might be fun to change the background, or let something on the planet grow as you get more points, so that the game has a bit more replay value.
Only the hero can pickup apples, bad design. I know :/